This paper examines how a serious game approach could support a participatory planning process by bringing stakeholders together to discuss interventions that assist the development of sustainable urban tourism. A serious policy game was designed and played in six European cities by a total of 73 participants, reflecting a diverse array of tourism stakeholders. By observing in-game experiences, a pre- and post -game survey and short interviews six months after playing the game, the process and impact of the game was investigated. While it proved difficult to evaluate the value of a serious game approach, results demonstrate that enacting real-life policymaking in a serious game setting can enable stakeholders to come together, and become more aware of the issues and complexities involved with urban tourism planning. This suggests a serious game can be used to stimulate the uptake of academic insights in a playful manner. However, it should be remembered that a game is a tool and does not, in itself, lead to inclusive participatory policymaking and more sustainable urban tourism planning. Consequently, care needs to be taken to ensure inclusiveness and prevent marginalization or disempowerment both within game-design and the political formation of a wider participatory planning approach.
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Swarm planning is a theory and practical approach to deal with uncertain futures. By anticipating scenarios such as a ‘post-carbon’ world and a ‘pre-adaptive’ landscape, it offers an alternative pathway to prepare for medium-term incremental and step changes. The focus is on the regional scale with a planning process to move from an unstable state (i.e. due to external impacts of climate change) towards a state of higher adaptive capacity. It increases the flexibility of spatial systems in two ways: assisting change in spatial land use over time; and catalysing the emergence of autonomous and more resilient developments. Swarm planning theory is used in two pilot designs and compared with regular planning processes. The results are presented in the form of new landscapes: the ‘Zero-Fossil Region’, where the design provides a spatial framework for a complete renewable energy supply, and the ‘Net Carbon Capture Landscape’, in which adaptation and mitigation strategies are designed to become carbon positive. The comparison illuminates the potential advantage of swarm planning to tackle climate change threats. La planification en essaims est une théorie et une approche pratique visant à traiter des avenirs incertains. Au moyen de scénarios prospectifs tels que celui d'un monde « post-carbone » et d'un paysage « préadaptatif », elle offre une voie alternative pour se préparer à des changements progressifs ou radicaux à moyen terme. L'accent est mis sur l’échelle régionale, avec un processus de planification permettant de passer d'un état instable (c'est-à-dire dû aux incidences extérieures du changement climatique) à un état présentant une plus grande capacité adaptative. Cela accroît de deux manières la flexibilité des systèmes spatiaux : en favorisant le changement dans l'utilisation spatiale des terrains au fil du temps; et en catalysant l’émergence de développements autonomes et plus résilients. La théorie de la planification en essaims est utilisée dans deux conceptions pilotes et comparée aux processus de planification habituels. Les résultats sont présentés sous la forme de nouveaux paysages : la « Région Zéro Energie Fossile », dans laquelle la conception fournit un cadre spatial permettant un approvisionnement énergétique entièrement renouvelable, et le « Paysage à Séquestration Nette de Carbone », dans lequel des stratégies d'adaptation et d'atténuation sont conçues pour assurer un bilan carbone positif. Cette comparaison se révèle éclairante quant à l'avantage potentiel de la planification en essaims pour s'attaquer aux menaces posées par le changement climatique. Mots clés: adaptation capacité adaptative cadre bâti résilience conception spatiale planification en essaims incertitude
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This paper examines how a serious game approach could support a participatory planning process by bringing stakeholders together to discuss interventions that assist the development of sustainable urban tourism. A serious policy game was designed and played in six European cities by a total of 73 participants, reflecting a diverse array of tourism stakeholders. By observing in-game experiences, a pre- and post -game survey and short interviews six months after playing the game, the process and impact of the game was investigated. While it proved difficult to evaluate the value of a serious game approach, results demonstrate that enacting real-life policymaking in a serious game setting can enable stakeholders to come together, and become more aware of the issues and complexities involved with urban tourism planning. This suggests a serious game can be used to stimulate the uptake of academic insights in a playful manner. However, it should be remembered that a game is a tool and does not, in itself, lead to inclusive participatory policymaking and more sustainable urban tourism planning. Consequently, care needs to be taken to ensure inclusiveness and prevent marginalization or disempowerment both within game-design and the political formation of a wider participatory planning approach.
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OBJECTIVE: To reach consensus on the most important biopsychosocial factors that influence functional capacity results in patients with chronic nonspecific musculoskeletal pain, arranged in the framework of the International Classification of Functioning, Disability and Health.DESIGN: Three-round, internet-based Delphi survey.SETTING: Not applicable.PARTICIPANTS: Participants were scientists, clinicians, and patients familiar with functional capacity testing. Scientists were invited through purposive sampling based on the number of relevant publications in peer-reviewed journals. The scientists recruited clinicians and patients through snowball sampling.INTERVENTIONS: Not applicable.MAIN OUTCOME MEASURES: Consensus was reached if at least moderate influence (25%) was achieved and an interquartile range of no more than 1 point was reached.RESULTS: Thirty-three scientists, 21 clinicians, and 21 patients from 9 countries participated. Participants reached consensus on 6 factors that can influence the outcome of the lifting test, having a median of severe influence (50%-95%): catastrophic thoughts and fear, patient adherence to "doctor's orders," internal and external motivation, muscle power, chronic pain behavior, and avoidance behavior. Motivation, chronic pain behavior, and sensation of pain were the top 3 factors affecting postural tolerance and repetitive movement functional capacity tests. Furthermore, participants reported 28 factors having a median of moderate influence (25%-49%) that could influence the outcome of lifting, postural tolerance, and repetitive movement tests.CONCLUSIONS: Overall, chronic pain behavior, motivation, and sensation of pain are the main factors that can influence functional capacity results. We recommend that scientists and clinicians, respectively, consider the most important factors when planning future studies and when interpreting functional capacity test results.
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The Maritime Spatial Planning (MSP) Challenge simulation platform helps planners and stakeholders understand and manage the complexity of MSP. In the interactive simulation, different data layers covering an entire sea region can be viewed to make an assessment of the current status. Users can create scenarios for future uses of the marine space over a period of several decades. Changes in energy infrastructure, shipping, and the marine environment are then simulated, and the effects are visualized using indicators and heat maps. The platform is built with advanced game technology and uses aspects of role-play to create interactive sessions; it can thus be referred to as serious gaming. To calculate and visualize the effects of planning decisions on the marine ecology, we integrated the Ecopath with Ecosim (EwE) food web modeling approach into the platform. We demonstrate how EwE was connected to MSP, considering the range of constraints imposed by running scientific software in interactive serious gaming sessions while still providing cascading ecological feedback in response to planning actions. We explored the connection by adapting two published ecological models for use in MSP sessions. We conclude with lessons learned and identify future developments of the simulation platform.
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There are changes in society and labour market demands made to TVET and in the TVET system itself. To deal with both types of challenges, the aim for TVET planning and development is to anticipate how employment will evolve and to determine how to give individuals a knowledge base that will enable them to adapt to the changing demands and benefit from the mobility. Major research areas connected to relevant problem areas in the TVET planning and development process can be constituted by analysis of labour market developments and changes in learning contents, new insights into the development of skills, competences and expertise, integration of learning places in school and workplace, professional development of VET teachers and trainers and VET and organisational development in organisations.
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In urban planning, 3D modeling and virtual reality (VR) provide new means for involving citizens in the planning process. For municipal government, it is essential to know how effective these means are, to justify investments. In this study, we present a case of using VR in a municipal process of civic participation concerning the redesign of a public park. The process included codesign activities and involved citizens in decision-making through a ballot, using 3D-rendered versions of competing designs. In codesign, 3D-modeling tools were instrumental in empowering citizens to negotiate design decisions, to discuss the quality of designs with experts, and to collectively take decisions. This paper demonstrates that, in a ballot on competing designs with 1302 citizens, VR headsets proved to be equally effective compared to other display technologies in informing citizens during decision making. The results of an additional, controlled experiment indicate that VR headsets provide higher engagement and more vivid memories than viewing the designs on non-immersive displays. By integrating research into a municipal process, we contribute evidence of cognitive and engagement effects of using 3D modeling and immersive VR technologies to empower citizens in participatory urban planning. The case described in the paper concerns a public park; a similar approach could be applied to the design of public installations including media architecture.
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Significant factors in the success or failure of energy transition arise from the spatial potential of places and their communities. Scenario planning appears to be an appropriate design instrument to enable architects to unveil, conceptualise, imagine, test and communicate this potential to stakeholders. This paper critically refelcts on the scenario as an architectural design instrument. Inscribed with political intentions, scenario planning may be a far from neutral design instrument. Instead of triggering communities to explore local energy potential, a scenario may have a normative effect on a community's imagination. The paper aims to define guidelines for the deployment of scenarios in an open, participatory planning process. To mediate in a local participatory planning process, we argue, scenarios should be situational, dynamic and open-ended, allowing or even triggering communities to (re)define the issues relevant to a place during the ongoing process of energy-transition. How, when and where should scenarios be deployed in order to enable communities to understand and develop their local energy potential?
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In November 2019, scholars and practitioners from ten higher education institutions celebrated the launch of the iKudu project. This project, co-funded by Erasmus [1], focuses on capacity development for curriculum transformation through internationalisation and development of Collaborative Online International Learning (COIL) virtual exchange. Detailed plans for 2020 were discussed including a series of site visits and face-to-face training. However, the realities of the COVID-19 pandemic disrupted the plans in ways that could not have been foreseen and new ways of thinking and doing came to the fore. Writing from an insider perspective as project partners, in this paper we draw from appreciative inquiry, using a metaphor of a mosaic as our identity, to first provide the background on the iKudu project before sharing the impact of the pandemic on the project’s adapted approach. We then discuss how alongside the focus of iKudu in the delivery of an internationalised and transformed curriculum using COIL, we have, by our very approach as project partners, adopted the principles of COIL exchange. A positive impact of the pandemic was that COIL offered a consciousness raising activity, which we suggest could be used more broadly in order to help academics think about international research practice partnerships, and, as in our situation, how internationalised and decolonised curriculum practices might be approached. 1. KA2 Erasmus+ Cooperation for innovation and the exchange of good practices (capacity building in the field of Higher Education)
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ClimateCafé is a field education concept involving dierent fields of science and practice for capacity building in climate change adaptation. This concept is applied on the eco-city of Augustenborg in Malmö, Sweden, where Nature-Based Solutions (NBS) were implemented in 1998.ClimateCafé Malmö evaluated these NBS with 20 young professionals from nine nationalities and seven disciplines with a variety of practical tools. In two days, 175 NBS were mapped and categorised in Malmö. Results show that the selected green infrastructure have a satisfactory infiltration capacity and low values of potential toxic element pollutants after 20 years in operation. The question “Is capacity building achieved by interdisciplinary field experience related to climate change adaptation?” was answered by interviews, collecting data of water quality, pollution, NBS and heat stress mapping, and measuring infiltration rates, followed by discussion. The interdisciplinary workshops with practical tools provide a tangible value to the participants and are needed to advance sustainabilityeorts. Long term lessons learnt from Augustenborg will help stormwater managers within planning of NBS. Lessons learned from this ClimateCafé will improve capacity building on climate change adaptation in the future. This paper oers a method and results to prove the German philosopher Friedrich Hegel wrong when he opined that “we learn from history that we do not learn from history”
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